Unknown W. Brackets
2344760018
Use framebuffer fetch for more accurate blending.
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On devices which support it, framebuffer fetch should give us more correct
blending than copying fbos or using a fallback (such as doubling which may
clamp.)
Not actually tested on any supported device.
2015-03-07 12:09:27 -08:00
Unknown W. Brackets
9c3ccc97a2
Support EXT_shader_framebuffer_fetch.
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We only supported NV_ before. Not tested on any supporting device, but
this is primarily found on PowerVR devices. This may allow them to
perform effects (like min/max/etc.) more accurately and quicker.
2015-03-07 12:07:53 -08:00
Unknown W. Brackets
98d7afae89
Switch to #pragma once in a few places.
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Doesn't really affect git history much to change these.
2015-03-02 22:34:51 -08:00
Unknown W. Brackets
818627801d
Fix newlines in old merge, oops.
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This is now showing up in git because I touched it, and it's got the wrong
newlines. Just making it go away.
2015-03-01 18:35:28 -08:00
Henrik Rydgård
c0450f7f9e
Merge pull request #6920 from hrydgard/dx9-depal
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Dx9 depal - needs debugging before merge
2015-03-01 21:04:36 +01:00
Unknown W. Brackets
d4e74e6998
d3d9: Clarify a comment.
2015-03-01 11:47:39 -08:00
Unknown W. Brackets
105087d367
dx9: Swap depal bgra in shader.
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We don't swap palettes anymore, except in the shader.
2015-03-01 11:28:06 -08:00
Unknown W. Brackets
3bc954778c
dx9: Explicitly restore viewport after depal.
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Otherwise, it doesn't get restored.
2015-03-01 11:28:06 -08:00
Unknown W. Brackets
bda6f0a4b8
dx9: Reset more state before depal draw.
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Was alpha blending before.
2015-03-01 11:28:05 -08:00
Henrik Rydgard
869f74d1b0
Depal: Apply the half-pixel offset that looked the least wrong. Still not right.
2015-03-01 11:28:04 -08:00
Unknown W. Brackets
7b76f7ae60
d3d: Fix depal flipping and negative z.
2015-03-01 11:28:04 -08:00
Unknown W. Brackets
1dfecbf2b8
d3d: Actually upload the clut texture.
2015-03-01 11:27:28 -08:00
Henrik Rydgard
78190f3e8c
DX9: Hook up the depalettize code. Doesn't work yet though.
2015-03-01 11:24:45 -08:00
Henrik Rydgard
13bf0acd28
DX9: Add DepalettizeShader manager (not hooked up, so untested)
2015-03-01 11:16:56 -08:00
Henrik Rydgard
0c9f541a43
Move depalettize-shader generator to Common
2015-03-01 11:15:27 -08:00
Unknown W. Brackets
383f894db7
d3d9: Make blending more like GL's recent changes.
2015-03-01 10:31:43 -08:00
Chin
37f50a3792
Change to pass some arguments by reference
2015-03-01 16:49:00 +01:00
Henrik Rydgard
69e099e615
Fix #6398 for DX9 as well
2015-03-01 16:15:13 +01:00
Henrik Rydgard
aeb03d1bc9
Workaround for crash in Pangya Fantasy Golf reported in #6398
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(Simple sanity check when decoding software skinned vertices)
2015-03-01 15:33:34 +01:00
Henrik Rydgård
723d7c224d
Merge pull request #7449 from unknownbrackets/xbrz-update
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Update to xBRZ 1.2, with its perf improvements
2015-03-01 12:17:15 +01:00
Unknown W. Brackets
b25c2de369
Allow block transfers from 0 that are too tall.
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Hopefully this is safe.
2015-02-28 01:28:53 -08:00
Unknown W. Brackets
7379d37e73
Bail on bad verts after grabbing byte increment.
2015-02-28 01:28:30 -08:00
Unknown W. Brackets
6294ecf64b
Prevent GE debugger crash on bad vertex addr.
2015-02-27 20:45:21 -08:00
Henrik Rydgård
d990221849
Merge pull request #7509 from unknownbrackets/gpu-minor
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Correct full alpha for render-to-texture
2015-02-26 21:56:57 +01:00
Henrik Rydgård
3bf86dc340
Merge pull request #7513 from unknownbrackets/spline-minor
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Improve spline performance
2015-02-26 21:56:31 +01:00
Henrik Rydgård
0d69576810
Merge pull request #7515 from unknownbrackets/gpu-minor2
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For 5551 buffers, force stencil mask to 1/0
2015-02-26 21:56:19 +01:00
Unknown W. Brackets
945ff359b2
Detect SSE4.1 support better when compiling.
2015-02-25 19:53:31 -08:00
Unknown W. Brackets
647e841959
Use SSE in spline value generation too.
2015-02-25 19:51:10 -08:00
Unknown W. Brackets
588efa5a71
Use SSE4.1, if available, for spline normals.
2015-02-25 19:28:52 -08:00
Unknown W. Brackets
f070d6f5ed
Use SSE when generating spline normals.
2015-02-25 19:22:48 -08:00
Henrik Rydgård
1170331b53
Merge pull request #7520 from unknownbrackets/gpu-blend
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Avoid using constant color when blending
2015-02-23 20:18:09 +01:00
Unknown W. Brackets
a3342a72d7
Fix copy/paste mistake from 808eeb3a25.
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I'm pretty sure this was not intentional.
2015-02-23 11:06:44 -08:00
Unknown W. Brackets
b5126f7236
Use ONE/ZERO in place of CONSTANT_ALPHA if okay.
2015-02-23 09:58:46 -08:00
Unknown W. Brackets
3ff51588f7
Avoid using constant color when blending.
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If it's just ONE/ZERO or etc., we can keep those constants. May be
faster, and apparently less buggy in some drivers.
2015-02-23 08:37:00 -08:00
Henrik Rydgård
f2cde73587
Merge pull request #7519 from thedax/d3d9-hack
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Add the Phantasy Star Portable 2 depth range hack to Direct3D9 as well.
2015-02-23 11:17:36 +01:00
The Dax
7104629b24
Add the Phantasy Star Portable 2 depth range hack to Direct3D9 as well.
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It seems to work fine for me..
2015-02-23 04:42:04 -05:00
Unknown W. Brackets
29e6197e6f
Floor float z coords in throughmode.
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Fixes #6766 in 32-bit mode only.
2015-02-22 21:04:48 -08:00
Unknown W. Brackets
9d5ae2b336
For 5551 buffers, force stencil mask to 1/0.
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4444 it would also be ideal to spread the bits, but that gets a bit
complicated. 5650 probably doesn't matter.
2015-02-22 19:11:11 -08:00
Unknown W. Brackets
8e19f568d7
Optimize spline weighting using SSE and templates.
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Makes the Thundaga spell much more survivable on a i7, at least.
2015-02-22 13:24:48 -08:00
Unknown W. Brackets
90605520a1
Add conversions between Vec3f and Vec3Packedf.
2015-02-22 13:16:07 -08:00
Unknown W. Brackets
69756733eb
Add another GE cmd for skip tex in debugger.
2015-02-21 18:09:53 -08:00
Unknown W. Brackets
abace1aa76
For render-to-tex, full alpha on 565 use only.
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It's not how it was drawn, but how it is used... in case it changes
formats, which apparently Split/Second does. Fixes #7492 .
2015-02-21 18:08:50 -08:00
Unknown W. Brackets
0982336565
Oops, fix race in xBRZ buffer alloc.
2015-02-21 15:51:02 -08:00
Unknown W. Brackets
10049e62a8
Allocate the xBRZ buffer only when actually used.
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This way if scaling is off, we don't have to worry about potentially
eating more RAM on any platform.
2015-02-21 15:51:02 -08:00
Unknown W. Brackets
4c15afa905
Allow multiple replacements on the same func.
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Or, more specifically, hooks. This allows enter and exit on the same
func, which can obviously be useful for debugging.
2015-02-21 15:48:09 -08:00
The Dax
3239e27e84
Update GE_TEXMAP_ENVIRONMENT_MAP in Direct3D9 so it matches OpenGL's behaviour.
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Improves the car colours in Outrun 2006, but like OpenGL, it's still got some areas with the wrong blue hue.
2015-02-17 02:17:24 -05:00
Henrik Rydgard
2290a6165e
Try to fix glitch reported in #7457 in PHOTOKANO
2015-02-12 11:44:06 +01:00
Henrik Rydgard
96ecb9a160
IndexGenerator: Add back a line that got lost in af46d17b
2015-02-11 21:55:05 +01:00
Henrik Rydgard
e5706ac9ff
Remove accidentally added Flush() call (was debugging something else)
2015-02-04 17:41:51 +01:00
Henrik Rydgard
018b134545
Fix issue where on-screen UI might be invisible in non-buffered rendering
2015-02-04 17:29:49 +01:00